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Message: 5429

Author: andrewbroad

Date: 11/01/2006

Subject: strangel: andrew's fourth playtest

 

this message follows on from message 5414.

----------------------
room-specific comments
----------------------

[13] "aRroW/beLlBar rEcycling plANT": cool room-title :-)

[14] "ceci n'est pas une chambre": another cool room-title (which
references a painting by rené magritte, "ceci n'est pas une pipe"),
this is an intriguingly quirky room of invalid ramp-cells with a
direction-byte of 59.

[20] "FUMbling in the DARk": the air-cell at (0,9) is just crying
out for an item to fulfill the WIN-pattern (wall-item-nasty). i
suggest moving the item at (1,10) to (0,9).

[21] "fast ACTING MELTUS!": good use of an invalid arrow to wipe
out a platform after a certain time has elapsed, making the player
have to reregister his/her start-position strategically.
_____but the infinite-death scenario if you jump left at the bottom-
left is gratuitously nasty (there's no /direct/ option of walking
out at this level).

[38] "gunzan money": the combination of a ramp and fire-cells
creates a simple yet unique (afaik) challenge, as it would not be
possible to get past these fire-cells without the ramp:
|-..../.
-..../..
..../...
.../....
../.....
./......
/*$$*$$*
========

[40] "stolen THUNDER!": a beautiful example of how you can pass
through fire-cells in column 0 or 31 as you enter a room from the
left or right respectively. because you have to jump rather than
walk in, you don't experience repeated loss of lives until you move
(please excuse the ambiguity of that sentence).

[41] "hiGH PAsS Filter": it's all too easy to fall to infinite death
in the room below, which could be prevented by fire-cells in the top
row.

[44] "It's a nOIse BeinG Noisy": falling through the leftmost hole
in row 14 is an infinite-death scenario; falling through the middle
or rightmost hole is a one-way exit (and it's a very long way back
to this room).

[58] "EXTRA terrestRIAL gratIFicAtion": it makes no sense to be
able to go down to "fuLLy Clothed" [68] by jumping through the ilb.

[62] "STICKY end ?": it's nice to see some more invalid arrows, but
it's quite a long way back to this room if you fall off the bottom
without collecting both items.

[83] "HEY! HEY! CAN YOU RELATE?!": infinite death if you walk off
the bottom-middle platform to the left.

[84/85]: "iTemerAnts by tHE po0l": a really cool room-idea (was it
inspired by "itemerant" in Philip Bee's _JSW (again)_ in any way?),
flairsomely executed, especially with the use of a teleporter to
animate the fake items (colour-cycling guardians).

[86] "frostie plaice": this reminds me of my afrikaan room-
idea "FROSTI" (named for the björk track), which will also have
white-paper background, but will feature a rope from which you have
to jump for items.
_____the forbidden holy ground is most intriguing as it gives the
illusion of moving holes in the platforms, when in fact you have to
jump up for the item from below (through an overhead earth-cell).

[107] "turnabout": a major choice-point in the game. if you go
right, it takes fifteen room-exits (through done-and-dusted rooms)
to return here. if you go up, it takes many many more.

phantom giZmos: 241 Tyme 1:56pm

--
dr. andrew broad
http://www.geocities.com/andrewbroad/
http://www.geocities.com/andrewbroad/spectrum/
http://www.geocities.com/andrewbroad/spectrum/willy/

 

 

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